Clean up cruft in arc shader
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+1
-18
@@ -5,30 +5,13 @@ in vec2 angles;
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in vec2 dist;
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out vec4 fColor;
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//uniform float rotation;
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void main()
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{
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// vec2 pos = gl_FragCoord.xy;
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// float d = distance(pos,cenPosT);
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// float dTest = max ( step(gRadOut/2,d)
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// , 1 - step(gRadIn/2,d)
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// );
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//
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// vec2 posDiff = pos - cenPosT;
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float sa = angles.x;
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vec2 sv = vec2 (-sin(sa), cos(sa));
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// float saTest = dot(sv,posDiff) >= 0 ? 0 : 1;
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float ea = angles.y;
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vec2 ev = vec2 (-sin(ea), cos(ea));
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// float eaTest = dot(ev,posDiff) <= 0 ? 0 : 1;
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// float aTest = ea - sa < radians(180) ? max (saTest,eaTest)
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// : min (saTest,eaTest);
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//
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// float onArcTest = max(dTest,aTest);
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//
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// gl_FragDepth = max(gl_FragCoord.z , onArcTest);
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float d = (dist.x * dist.x) + (dist.y * dist.y);
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float d = (dist.x * dist.x) + (dist.y * dist.y);
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if (d > 1 || d < gRadIn || dot(sv, dist) < 0 || dot(ev, dist) > 0) {discard;}
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fColor = gColor;
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}
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@@ -5,15 +5,10 @@ layout (location = 2) in vec4 saEaRadWdth;
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out vec4 vColor;
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out vec4 vparams;
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uniform vec2 winSize;
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uniform float zoom;
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uniform vec2 translation;
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uniform float rotation;
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uniform mat4 worldMat;
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void main()
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{
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//gl_Position = worldMat * vec4(position.xyz,1);
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gl_Position = vec4(position.xyz,1);
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vColor = color;
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vparams = saEaRadWdth;
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